Encounter based Spell Point system

Daedrova

Explorer
This is an idea I was contemplating for Spell Points based on a “per encounter” model.
(The only other published system I have seen that lends itself toward such a model is the “recharge” variant from UA. I like that the system gives casters the ability to cast spells continually, and that it limits continually use of the highest level spells every round. But I really do not like the idea of casters keeping track of a round by round ticker for each individual spell level And the need of a separate chart for different recharge times for every non-general spell, which is even more clunky to track)

I am hoping this system will work to accomplish the benefits of the Recharge System, without the unwanted tracking per spell level, and without the additional chart. It should also let casters fire of a couple/few of their highest level spells in a row; but at the cost of being limited to only lower level spells until they spend time recharging.

I would welcome any feedback (forgive the language; I didn’t have time yet to make it as legalistic as perhaps necessary):

Casters have a Spell Pool from which they cast spells, as with the Spell Point system from UA. However, the maximum pool is much smaller, and it replenishes faster.

Spell Pool (or Max Spell Points) = Caster Level x 2, plus relevant ability modifier
(so an 11th level Wizard with 24 Intelligence would have 22 SP + 7 for Int modifier; a total of 29 SP; I don’t have a Sorcerer in my game, but I would likely give them a base of caster level x 3 spell points, and/or perhaps let them recharge faster; see below.)

Spells cost a number of spell points to cast based on their level (same as with the current UA Spell Point system: 2 x spell level -1)
A caster regains 1 spell point per round. A caster can spend a full-round action to restore SP equal to his level.
Spells that create permanent effects temporarily reduce max SP by an amount equal to the level of the spell. These points can only be recovered by resting (8 hours).
Spells with a duration reduce Max SP by 1 (times number of targets affected) until the duration (or target) is expired.
(reducing Max SP does not additionally reduce current SP)

I haven’t gone thru the entire list of spells, so I know there may be some problematic ones/effects I am missing. (I know that teleport may be problematic, although limited by its possibility of error - which I increase in my games for attempts to locations that the caster has not physically been and/or placed an arcane mark).
 

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Daedrova said:
A caster regains 1 spell point per round.
My main concern is that casters can use a 1st level spell every round. A lot of spell point regen HR's forget that, by RAW, you're supposed to cast ONE 1st level spell ALL DAY at 1st level.
I suppose that regaining spell points only after combat ends would prevent unlimited cure light wounds or magic missile - also, you dont need to track it with all other variables. Even a full round action that regains 1/10 of your caster level in spell points would still be considered powerfull, since you'd only need 2 minutes to regain all of your spells (2 min = 20 rounds * 1/10 * CL = max sp).

Also, do you use the minimum caster level rule that UA uses?
 

Thank you for the reply. I suppose explanation for this desired change may be warranted. I am running this game allowing players to use the Bo9S - that is a primary reason for a “per encounter” mechanic for spell casters. On a related note - I have desired an encounter based Challenge Rating system since I began playing 3e, so I love that Bo9S, and now 4e move D&D in that direction.

erf_beto said:
My main concern is that casters can use a 1st level spell every round. A lot of spell point regen HR's forget that, by RAW, you're supposed to cast ONE 1st level spell ALL DAY at 1st level.

I don’t mind caster’s being able to cast a 1st level spell every round. In fact, I much prefer that to a 1st level Wizard only being able to cast <3 spells per day. I don’t think allowing a Wizard to do 1d4+1 damage/round is going to overshadow the greatsword wielding fighter doing 2d6+6, just because the former comes in the form of a spell.

Once a Wizard has higher spell levels available, he can choose to cast only a couple of his highest level spells in a single encounter before having to resort to 1st level spells each round - unless he takes a round to recharge. It should remain that way throughout the characters career since the spell point cost of his highest level spell will always be half his level (+/-2).
(e.g. level 3 Wizard will have 6 Spell Points, and 2nd level spells cost 3 SP; A level 10 Wizard will have 20 Spell Points and 5th level spells cost 9 SP, etc.)


I suppose that regaining spell points only after combat ends would prevent unlimited cure light wounds or magic missile - also, you dont need to track it with all other variables. Even a full round action that regains 1/10 of your caster level in spell points would still be considered powerfull, since you'd only need 2 minutes to regain all of your spells (2 min = 20 rounds * 1/10 * CL = max sp).

You bring up a valid concern that I pondered. No matter what way I choose to handle “recharging” spell points, on an encounter based system the characters will always be able to heal. I don’t mind them being at full strength for each battle since I like to make each one challenging and exciting; rather than wearing characters down through attrition in what would otherwise often be meaningless combats. We enjoy high power games, and this one certainly is, but what I worry about is giving characters a reason to actually stop and rest for a night; for multiple reasons, not excluding verisimilitude. That may just need handled in a separate “fatigue/exhaustion over time” mechanic… I welcome suggestions.


Also, do you use the minimum caster level rule that UA uses?

That is an excellent question. I don’t think that using the minimum caster level rule would lend itself well to this mechanic, since the associated cost to increase the effect of a spell would be disproportionately greater. It is also more detailed/unnecessary resource management, which I like to avoid to keep the game running smoothly.
 

Instead of fatigue/exhaustion, you could use a variation of the UA's Reserve Points house rule: instead of healing hit points, you convert reserve into hit points. Reserve points are only recovered with 8h of rest.
Also, spell points could have a reserve pool, so even thought you recover them every round, you can be out of spells soon... though i suppose you wont want that, if you like a high power game. :p
 


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